NCAA Football 13 Review

Last year's improvements find a sophomore slump.

Developer Tiburon designed NCAA Football 13 to make me suck at the game. For 20 years, this franchise has been the name in virtual college football, and for just as long, I've been dropping back 20 steps, throwing off my back foot, and calling ridiculous hot routes for tight ends. That stuff -- the BS that only happens in video game football -- is an endangered species in NCAA Football 13 thanks to a number of improvements. However, the presentation and modes surrounding the changes feel too familiar to make NCAA Football 13 a breakout star.

Since its debut, the gameplay tweaks of NCAA Football 13 have been getting all the headlines. There are more than 430 new catches, no more blind swats and the ability to abort play action after the snap. These changes are legit and make the game feel different from previous installments of the franchise.

For me, it's hard to let go of being able to run 20 yards back, heave the ball at a receiver who isn't looking and make the amazing play, but it's also fascinating and rewarding. I created a character in Road to Glory (the largely untouched career mode from last year that starts you in high school), signed as a third stringer at Cal, and began actually learning in practices.

When you hike the ball, one of the game's new 20 dropbacks kicks in -- jamming down on the joystick like we've done for years leads to you going way too far and breaking the pocket. When you're ready to pass, you have to look for receivers with clear button icons -- a grayed out icon means the player isn't looking for the ball on his route yet. The 25 pass trajectory zones mean that combining the right lob or bullet throw with the right lead on the left stick matters more than ever.

NCAA Football 13 isn't a brand new game, but the refinements here do take some getting used to and had me running a much more conservative -- and realistic -- offense. That's cool; I enjoyed being challenged in a game I can usually steamroll over.

But while those nuts and bolts were being tweaked, the outward facing product wasn't getting spruced up too much. Last year, the franchise introduced a presentation that was simply stunning -- the Georgia bulldog on the sideline, Chief Osceola charging the field, and War Damn Eagle in the air. It made me feel like I was watching a Saturday game on ESPN. NCAA Football 13 still has that and improves it in a number of ways, but it also mixes in some old and new issues that detract from the fun.

While it's true the presentation now has studio scorecard updates from Rece Davis, the ESPN ticker at the bottom of the screen bringing scores from your fictional universe, and Erin Andrews' audio-only sideline reports, the rest is pretty much the same old thing -- except for the flaws. The grass looks like it's a watercolor painting in replays, sound drops out at times on the PS3, and you can see through fans during certain team entrances (look at the guy in a hoodie when Ohio State exits the tunnel.

On a more macro level, NCAA Football 13 reps told me back in April that they were working under NDAs with schools to have their new uniforms in the game. I can't speak for every squad, but I do know that my Missouri Tigers' new SEC duds are not in NCAA Football 13 -- nor do the announcers ever mention in a game that it's a big deal this team is in a new conference. Now, put down your pitchfork; I know I'm splitting hairs and a game this huge has far greater problems to worry about, but these little missteps do take away from the product. As I said last year, the NCAA Football video game franchise is all about tradition and presentation. There legally aren't player names or likenesses, so having the right helmet go a long way to making this feel like the real thing and not just the same game.

Yes, even NCAA has "bullet time" now.

And that's NCAA Football 13's biggest weakness. It has all these gameplay improvements, but the modes surrounding it are well worn territory for folks who playing last year's game. Road to Glory once again has you create a player (or take one off the existing roster) and run him through his senior year of high school to his final collegiate game while upgrading him with XP earned. It's fun -- and the gameplay changes made my QB focus on practice a lot more -- but it's the same thing with the exception of different difficulties, new goals, and Reaction Time (the ability to slow down on-field action and make big plays). Those additions are neat and do add a challenge that wasn't there last year, but it's still the same experience. It even has the same flaws as last year like my second-string player leading the team onto the field and being at the center of the celebration like he's a star senior.

Online Dynasty still allows you to create custom conferences, run your league from the road and sign contracts as offensive/defensive coordinators or head coaches. However, recruiting has been modified to make it easier to improve your school's rating and hone in on a prospect's priorities. Other than that, pretty much the same experience as last year.

The one exception to the lack of newness is Heisman Mode. Here, you choose one of 10 former Heisman winners (more with DLC and preorder bonuses) and play a single modern day season with them on any team you want. So, Barry Sanders can be a Nittany Lion and Desmond Howard can come to the Big 12.

It's a fascinating, fun mode. Reaction Time pops up here, too, and it makes these supermen feel even more powerful. Cutting behind the line of scrimmage, accelerating through a hole, and then slowing down time to get the extra step on the corners entertains. After feeling like I was relearning to walk as a quarterback in my dynasty, the sense of empowerment here felt awesome. The mode includes interviews with the athletes about their careers, goals to hit so that you out pace them, and little history tidbits about how their Heisman seasons went.

It's interesting that Heisman Mode and Road to Glory stand out so much to me this year. In the past, it's been all about taking Mizzou to the top for me, but the changes in gameplay make the climb to the top in Road to Glory more interesting, and the power of being a star in Heisman Mode is intoxicating.

Of course, like the rest of the game, Heisman Mode isn't immune to the presentation problems. When I was playing as Barry Sanders on his Oklahoma State team, I was rushing on every down and putting up insane numbers. However, at the start of each game, Herbstreit would talk about how OK State was a passing team and there'd be a lot of action through the air. It was just defaulting to team's programmed tendency and not noticing the stellar season I was having with the run.

The Verdict

NCAA Football 13 is a great game -- the changes to the core engine are welcome, challenging and exciting -- but the little stuff adds up. Similar modes, audio inaccuracies and visual missteps make a game that's better than last year's on the technical level but lesser as an overall product.

The ESPN ticker, wipes and team make the virtual games feel like the real thing -- same for the entrances and traditions. Still, the modes all feel too familiar even though there are minor tweaks to most.

7.5

Graphics

The game looks smooth in motion and the animations are nice, but the grass has no definition in replays, the crowd wigs out, and cameramen are still getting caught in field goal nets.

8

Sound

Aside from the sound dropping out once in a while on PS3, the announcers, fight songs and hits sound great. Could've gone for more situational lines from Kirk and Brad, though.

8.5

Gameplay

The core changes are excellent -- the game is more real than ever. Heisman Mode is also a welcome addition. Sadly, the other modes are more of the same.

8

Lasting Appeal

As much as I like the gameplay changes, the lack of drastic change in modes might hurt how long I'll keep playing. Still, you could lose yourself in online dynasties, Road to Glory and more.